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No More 15-Minute Adventuring Day: Campsites

I think the key to the 15-minute problem is the perception on the players side that they have to nova in order to survive.
I think this is an important part of it, yes.

A related issue is the ability to nova. In the last Rolemaster campaign I GMed, the party's primary caster had a combination of attack spells plus auxiliary enhancement effects that let him spend practically all his powr points in one round. Combined with the incentive to do so, in order to make sure that his attack punched through the enemy's defences (and in RM, hitting tends to be everything - it's very "swingy" in that respect), the 15-minute day was rife.
 

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YES, if the pcs know that the bad guys are going to complete their evil plan in three hours and the party goes to take an extended rest, the dm should let the evil plan finish.

Yes, this is really obvious but necessay advice.

GM: "You have 3 hours before the cultists complete the summoning."
Players: "We're low on healing surges. We take an extended rest."
GM: "You lose."

You have to be prepared to follow through.
 

Sure, but as long as the metagame consideration is overtly the most important reason, then for me, it feels like a a zero sum game.
I can see what you mean, but even in your own reply you point to a metagame consideration - namely, feeling bad if the city is destroyed. (I assume you're talking about you, the player, feeling bad, and not just imagining that, in the fiction, your PC feels bad.)

Anyway, here are some comments by Ron Edwards that seem apposite:

Before talking about dice or other specific resolution mechanics, I'll discuss two elements of Resolution which are rarely recognized: the treatment of in-game time and space. These are a big deal in Simulationist play as universal and consistent constraints, which must apply equally to any part of the imagined universe, at any point during play.

To talk about this, let's break the issue down a little:

• In-game time occurs regarding the actually-played imaginary moments and events. It's best expressed by combat mechanics, which in Simulationist play are often extremely well-defined in terms of seconds and actions, but also by movement rates at various scales, starship travel times, and similar things.

• Metagame time is rarely discussed openly, but it's the crucial one. It refers to time-lapse among really-played scenes: can someone get to the castle before someone else kills the king; can someone fly across Detroit before someone else detonates the Mind Bomb. Metagame time isn't "played," but its management is a central issue for scene-framing and the outcome of the session as a whole.​

And here is a further comment on that last example, which appears under the heading "Simulationism over-riding Narrativism":

The time to traverse town with super-running is deemed insufficient to arrive at the scene, with reference to distance and actions at the scene, such that the villain's bomb does blow up the city. (The rules for DC Heroes specifically dictate that this be the appropriate way to GM such a scene).​

An approach to play in which "narrativism overrides simulationism", and so the protagonist is guaranteed to arrive on the scene as the villain is about to detonate the bomb (even if the protagonist then turns out to be unable to stop the villain) is zero sum in one sense - the player can't get a mechanical advantage just by handling ingame time better - but is not necessarily zero sum in another sense - the player may be able to make decisions, both leading up to the confrontation and during the confrontation, that change the thematic stakes of the scene and its outcome.

Holy storytelling, Batman!

YES, if the pcs know that the bad guys are going to complete their evil plan in three hours and the party goes to take an extended rest, the dm should let the evil plan finish.
Sure, but that's a special case, namely, that the PCs are on a clock and they know it and they know exactly what it is.

More commonly, the players (and their PCs) know that their enemies will complete their evil plan soon(-ish), and a rest might run the risk of bumping into the time limit. Given that in many campaign timekeeping is a bit approximate anyway (how long exactly does it take to run across the city? to eat breakfast and wash up in the morning? etc - I don't think many games are tracking this down to the last minute, or even to the level of 10s of minutes), in this sort of situation the GM has to make a decision. (Or, in a more old-fashioned style, roll dice.)

Seriously, it sounds like the presumption here is "Nothing happens without the pcs involved!"

<snip>

The idea that nothing happens if the pcs aren't involved is one of the best suggestions I've heard for pushing the idea of D&D as a tabletop skirmish game instead of an rpg.
"The climax doesn't occur without the protagonists present" is not at all the same thing as "nothing happens if the PCs aren't involved". The climax isn't everything. It's the climax.

As for the contention that a protagonist/story-oriented aproach to play turns an RPG into a skirmish game, I don't know what you're basing that claim on. I've got plenty of actual play threads on these boards. I'm happy to be shown where the table-top skirmishing is taking place, but I haven't noticed it.

The bad guys keep being bad whether you're sticking your fingers in their pie or not. And if you miss it and the bad guys bring their plot to completion? Hurray, the world just got more interesting!
Plots coming to completion because ignored by the PCs can be interesting, sure. But that's also orthogonal to the question of climax.

A simple example: suppose that one player has as his PC's most important goal to rescue his beloved from slavery. And suppose that the PC also dallies too long on this quest. Then word might come to the PC that his beloved has been sold to a group of nefarious cultists, who are known to sacrifice their slaves to the spider god on the night of the new moon. So far, so good - the GM takes advantage of slackness on the part of the player to add complications and to ramp up the pressure. But is the beloved going to be sacrificed on the new moon "off-screen"? Without the player's PC in the scene, fighting to save her? That would be anti-climactic. Maybe the lover get's sacrificed, maybe she doesn't - which is to say maybe the PC succeeds, maybe he fails, maybe he dies trying. But (at least in my preferred approach to the game) the central stories of the protagonists are resolved in play, not by GM fiat as part of handling the backstory and scene-framing.

If you don't play a game that involves this sort of distinction between (i) backstory, (ii) scene-framing and (iii) protagonist-centred plot that emerges out of play, then you won't be moved by what I've said above. But that doesn't mean that what I've described above isn't a viable (indeed, in my experience, highly engaging) way of playing RPGs.
 

Yes, this is really obvious but necessay advice.

GM: "You have 3 hours before the cultists complete the summoning."
Players: "We're low on healing surges. We take an extended rest."
GM: "You lose."

You have to be prepared to follow through.
But as I said in reply to The Jester, that is a special case.
 

But as I said in reply to The Jester, that is a special case.

Hmm. Sort of. I think the more usual case is something like: If the PCs know it's urgent - a few hours, say - and make best efforts to get there before the ceremony completes (etc) then the GM will normally have them arrive in time. In more dramatist, less simulationist games, that might mean arriving 'just in the nick of time', whether they took 15 minutes, 30 minutes or 120 minutes of game-time to get there.
But if they refuse to engage with the time constraint at all, say resting for 6+ hours when they know the time limit is a few hours, then the good GM will impose the appropriate resolution: they miss the deadline.

Edit: These days, as I discussed in "Let's Rest Now", I'm inclined to tell the players it straight: "If you take an extended rest now, you will miss the deadline".
 

These days, as I discussed in "Let's Rest Now", I'm inclined to tell the players it straight: "If you take an extended rest now, you will miss the deadline".
That's pretty straight shooting.

I haven't had it come up that I can recall, but my feeling is that I would go the more covert route - if they rest, then I'll increase the difficulty of the encounter to make it a challenge in any event (this wouldn't work if I had Essentials PCs, but I don't).

if they refuse to engage with the time constraint at all, say resting for 6+ hours when they know the time limit is a few hours, then the good GM will impose the appropriate resolution: they miss the deadline.
That's a different situation, I think, akin to the players' abandoning the quest. In that case, it's no longer the climax and so doesn't fall foul of my "no offscreen climaxes" policy.

If I had players regularly abandoning their PC goals in this sort of way, though, I'd be asking questions about whether I was succeeding in setting up interesting situations (they're giving up because they're bored), or whether I was pushing the players (mechanically) too hard (they're giving up because they feel it's hopeless). My first Rolemaster campaign came to an end after 8 or so years because of a combination of both these factors - the mechanical difficulty causes hopelessness caused boredom led to abandoment.
 

I can see what you mean, but even in your own reply you point to a metagame consideration - namely, feeling bad if the city is destroyed. (I assume you're talking about you, the player, feeling bad, and not just imagining that, in the fiction, your PC feels bad.)
Yes. But me feeling bad as a player is the after-effect of missing the climax, not the primary motive for me to roleplay a PC acting urgently to save the city.

An approach to play in which "narrativism overrides simulationism", and so the protagonist is guaranteed to arrive on the scene as the villain is about to detonate the bomb (even if the protagonist then turns out to be unable to stop the villain) is zero sum in one sense - the player can't get a mechanical advantage just by handling ingame time better - but is not necessarily zero sum in another sense - the player may be able to make decisions, both leading up to the confrontation and during the confrontation, that change the thematic stakes of the scene and its outcome.
I think there's something fishy about your logic. The game in this pseudo zero-sum game is the impetus to arrive on the scene in time, or when and where to rest in a dungeon. You can redefine the game to another one that isn't so sum zero, but that's tangential, isn't it?

Plots coming to completion because ignored by the PCs can be interesting, sure. But that's also orthogonal to the question of climax.

A simple example: suppose that one player has as his PC's most important goal to rescue his beloved from slavery. And suppose that the PC also dallies too long on this quest. Then word might come to the PC that his beloved has been sold to a group of nefarious cultists, who are known to sacrifice their slaves to the spider god on the night of the new moon. So far, so good - the GM takes advantage of slackness on the part of the player to add complications and to ramp up the pressure. But is the beloved going to be sacrificed on the new moon "off-screen"? Without the player's PC in the scene, fighting to save her? That would be anti-climactic.
Actually, I suspect it's your point that is orthogonal, at least to this thread. The point is why is the PC dallying too long to save his beloved from slavery? Does the player think there is an artificial static environment that allows him to get up late, take a long hot shower, eat breakfast, read the newspaper and only set off the metagame timer when he walks out the door of his apartment, or does he have a fictional reason to do that within a dynamic reactive environment? If the PC does dally too long, then sacrifice on the new moon may or may not be off-screen, but it would be less rail-roady to have it happen on-screen to give the player/PC another chance at making up for the original error. If the player continues to delay things, then I think the sacrifice should happen off-screen. It may be anti-climactic, but it's also a natural consequence, cause and effect, taking responsiblity for your actions, etc.
 

Not had a problem with the 15 minute adventuring day since 4th Edition.

The only think that prompts a rest is running out of healing surges, since at best you can normally only use one or two on average a fight. You can easily get through five or more encounters without needing an extended rest.

Running out of dailies isn't much of an issue as normally they aren't much more significant than an Action Point which you can gain just by pressing on to the next encounter.

Our healer has the maximize healing out of combat feat so often as the Fighter I was only needing one healing surge to recover after the fight.

Last adventure I think we did nine or ten encounters, on only short rests.
 

Certainly, it is possible for adventurers in fiction AND games to be "one & done", but that's not what the 15 minute workday is.

My point stands. You want fiction-style play, you need to offer a fiction-style world. In fiction, they don't fight battles 12 hours a day, 7 days a week. I don't remember a single fantasy book where the protagonists had multiple battles two days in a row.

The 15 minute workday is an established pattern and preference for using resources quickly and then resting...often while still quite capable of adventuring.

No rational, sane person in the adventurers' shoes would consider themselves quite capable of adventuring at that point. (Not that many rational sane people would be adventurers in the first place.) In the real world, if you've been shot and are running low on ammunition, if at all possible you hunker down someplace safe, nurse your wounds and see if you can get reinforcements.

Given the rules of D&D, the 15 minute workday is rational self-protective behavior. Blaming the players for having their characters do the reasonable thing is unhelpful; you've got to make it unreasonable, or reduce the advantage (e.g. by reducing the daily effects.)
 

if the pcs know that the bad guys are going to complete their evil plan in three hours and the party goes to take an extended rest, the dm should let the evil plan finish.

This isn't always appropriate.

Take yer standard dungeon crawl (since it is the base model for D&D). There's no one villain really trying to "accomplish" anything. Acererak is sitting in his tomb of horrors, and might have some Vague Evil Plan hundreds of years off, but he's not an active (or reactive) force.

Or the goblin warrens. Goblins live there. They've lived there for a while. People might be nervous. Maybe some folks are getting killed. But that's the Status Quo, and while it suuuuucks (and could use some heroes), nothing really changes until the party comes and kicks the goblins out.

This is a character-focused game. The characters drive the action. Their desires and wants and schemes are what make the game happen. The Tomb of Horrors is sitting there being temptingly full of treasure and evil and traps and your character wants the shiny, and has a reckless disregard for his own well being, so he goes into it.

If the character does not want the shiny, he can rest for a week. Or he can go grow crops on the farm. Or he can try his hand at The Temple of Elemental Evil, or The Steading of the Hill-Giant Chief instead.

All of those are passive forces in the game world. They exist before the PCs, and, given the death rates, they might well exist after the PCs are dead. Any evil plots that lie within are in the distant future.

Everything with a time limit is essentially a plot-focused game. The plot drives the action. The plot's desires and wants and schemes are what make the game happen (well, specifically, the villain's). Acererak now comes after you, or at least after NPCs whom he can then kill, just to...be evil? Prove he can? Give you an artificial time construct so that your characters are motivated by fiction to try and expend all their resources rather than retreating to rest after every encounter?

Yes.

Plot-focused games are all well and good and great, but they are not always appropriate, even for groups that love them. "ADD A TIME LIMIT!" isn't always useful advice. It's not always the case that the particular playstyle or threat wants or needs or would benefit from a time limit.

And reactive dungeons are ideal in theory, but complex in practice. I think [MENTION=386]LostSoul[/MENTION] has done some extensive and awesome work in this regard, but just looking at the most basic idea of adding another encounter to the dungeon, or adding a level/CR or two to the encounters, has cascading problems. More/harder encounters = more XP = more levels = easier encounters. Also, more/harder encounters = more "adventure grind" = longer time spent in a single adventure = "We have been trying to go through the Tomb of Horrors for six months of real-world time and I want to do something else." Also, more/harder encounters, if not properly balanced against when the game assumes you rest, leads to a "death spiral" of encounters, where you are forced to rest because there are more/harder encoutners, but each time you rest, there are more/harder encounters, making you rest sooner, etc....

It'd be nice to have a ruleset where a reactive dungeon is easy peasy, but for 3e and 4e, that's not really the case (of course, the general rule of A Good DM Can Make Anything Work applies -- it might not be a problem in your games).

So the OP, here, was an attempt to get at how you could make one little change to your game and keep the 15-minute adventuring day down, by making recharging something the DM controlled access to. It's apprently waaaay too abstract to be generally useful (though it's encouraging to see that a good chunk of folks already do something similar!), and unnecessary for those who are already happy with their own solutions, but I was specifically attempting to avoid the problems with the other solutions I've heard.

Problems like changing a character-focused game to a plot-focused game, or figuring out the right maths for a reactive dungeon.

Don't let me stop the convo, though, it is interesting to be a fly on this wall. :)
 

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